Join us in Glorantha, Greg Stafford’s classic fantasy world of
richly imagined cultures, ferocious combat, and colliding mythologies.
Create your group’s unique Gloranthan campaign using 13th Age: the d20-rolling game of heroic fantasy, escalating combat, One Unique Things, and limb-ripping owlbears!
Developed by Rob Heinsoo and Jonathan Tweet.
For Game Masters, 13th Age Glorantha includes:
- More than 80 pages of monsters and enemies fully compatible with any 13th Age campaign, including Chaos priests, dragonsnails, scorpionmen, Crater Makers who call down the Moon, and the awesome Chaos demon known as the Crimson Bat.
- More than 60 pages of ready-to-run adventures and heroquests—venture into myth to refight the battles of the gods and gain their cosmic powers!
- A distinctive setting that will entertain longtime fans but is aimed at gamers who've never heard of Glorantha.
If you’re a 13th Age player you’ll find:
- 5 new classes, including the hell mother who summons Darkness spirits and giant spiders; the swordmaster Humakti who wields Death; and the trickster who (in theory!) funnels your bad luck onto your enemies.
- 5 new class variants, including the wind lord, a fighter with magical storm-related exploits; and the rebel, a rogue with the supernatural ability to get where he’s not supposed to be.
- 2 new PC races, the trolls and ducks, plus Gloranthan humans with new cultural traits.
IF YOU DON’T FIGHT, WE ALL DIE!
What the Critics Say
"13th Age Glorantha is a stunning migration of the Glorantha setting to the acclaimed 13th Age games system, in a format that does full justice to both. A superb reframing of a classic RPG game world... Sheer Gaming Delight"—Paul StJohn MacIntosh review, RPG.Net.
"A 400+ page love letter to Greg Stafford’s World of Glorantha, one of the most extensively developed and renowned fantasy settings of all time"—EN World.
"13G gets an enthusiastic thumbs up... It is clear the authors love Glorantha, and their giddy enthusiasm is on every page"—Andrew Logan Montgomery, Exploring the Otherworlds of Fiction, Magic, and Gaming.
"So, if you are a D&D player (or, especially, a 13th Age player), and you want an accessible way to get into Glorantha that is going to give you a play experience that is familiar, 13G is right in your wheelhouse... 13G is just a joy to read. Most well written ttrpg rule books do their job in communicating the information they need to communicate effectively, but are not necessarily fun reads. 13th Age books, including 13G, are actually fun. Heinsoo and Tweet clearly love Glorantha, as it bleeds through on every page."—Play To See What Happens
"There is a lot to like in this book… The conversational tone of the rules means that you never have to wonder why something was done in the game."—Gnome Stew.
"Glorantha is such a rich place that it should be explored and loved by more gamers than it is... But, you regular gamer, you can play and run Glorantha, and relatively easily, too, without too much of a stick shift change in systems. You, oh GM of the weekly D&D group, can give your PCs the richness of Glorantha, too. Let me introduce you all next to 13th Age. 13th Age is my favorite of the current crop of D&D and D&D like games… (It is) is the fusion of these two that gives you a roleplaying experience in Glorantha, with the D&D like engine of 13th Age that you will find relatively easy to pick up."—Nerds of a Feather, 2018 Holiday Gift Guide.
"A well-designed combination of mechanics and setting which provides a truly majestic treatment of gaming in Glorantha."—Reviews from R’lyeh.
This is not a complete rule system
The 13th Age Core Rules are required to use this book. You can buy that from Pelgrane Press here.
Physical Product Settings
Is Physical Product: [N]
Has Inventory: [Y]
United States: [Y]
United Kingdom: [Y]
Is PDF Available: [Y]
PDF Product Name: [Argan Argar Atlas Softcover - PDF]
PDF Product Link: [/argan-argar-atlas-pdf/]
Has Physical Product: [Y]
Is Physical Available: [Y]
Physical Product Name: [13th Age Glorantha - Hardcover]
Physical Product Link: [/13th-age-glorantha-hardcover/]
- 13th Age First Edition
- Year Released:
- Color PDF
- Page Count:
- Rob Heinsoo, Jonathan Tweet
- Cover Artist(s):
- Aaron McConnell & Lee Moyer
- Interior Artists:
- Jan Pospíšil, Dan Barker, Bernard Bittler, Mara Braun, Simon Bray, Caleb Cleveland, Jed Dougherty, Steve Ellis, Andrey Fetisov, Rich Fleider, Lisa Free, Chris Huth, Jennell Jaquays, Kalin Kadiev, Rachel Kahn, Jennifer Lange, Rhonda Libbey, Pat Loboyk
The writing and game design show the authors love the setting. A lot of people were skeptical when it was announced in 2014 that they were going to make a Glorantha game that wasn't Runequest or Heroquest. At the time 13th Age was still relatively new. At the time, I didn't bother backing because I knew that 13th Age was designed in part by 4th Edition D&D's designer.
I honestly kind of forgot about the whole thing, and expected it would end in vapors (like so many things Kickstarted).
Flash forward to 2018, and I have been running Gloranthan campaigns using Dungeon Crawl Classics for a couple years. It's not perfect, but the home group enjoy it because it is something different than more RQ/HQ.
Chaosium announced that 13G would be released at Gencon 2018 and that they would be running demos of the game. Then they announced shortly before the con that the GM had dropped out. I volunteered to run this game, sight unseen, just because I wanted to give the new game on the Glorantha block a fair shake. I got this book and the core 13th Age books about a week and a half before the con.
Game demos are notoriously shallow affairs for the most part. A paper thin pretext for why the PCs would/should/can do xyz and some stats and maps are usually all they entail. This demo didn't even have that.
Basically, characters each roll relationships with their runes at the beginning of the session. This part of the session got every group for which I ran the demo excited and talking with each other generating a plot that in each case was far better than any canned con scenario I've seen before.
This is a great game. It takes a world I assume you already love if you've read this far, and puts a unique spin on it. It's half story stick, half very loose d20 style combat. There is just the right balance of structure and freeform...the style of your game is going to be your own at the end of the day. All the book does is give you the toolset to get on the way.
The art is phenomenal. All this generation Chaosium books have been gorgeous since the restructuring a couple years ago, this one is no different. Clear layout, inoffensive underlay graphics and dozens of beautiful Glorantha themed art pieces plastered everywhere.
The writing style is conversational. One of my biggest gripes with some Glorantha literature (mainly 90s-00s RQ/HQ stuff) is the stuffy scholarly tone. This book is written by gamers who like ducks and trolls and playing D&D. Felt to me like an issue of TOTRM with D&D stats in a lot of places, which made me happy.
The book is thick. Clocks in around 450 pages. Great bargain for the price (like most of the current Chaosium run).
Five Stars All Day and Red Moon Night